fix: remove extra closing brace in GameManager.cs
Remove duplicate } at line 504 that was breaking the class structure and causing CS1022 compilation error. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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@@ -158,6 +158,9 @@ namespace TheIsland.Core
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network.OnGiftEffect += HandleGiftEffect; // Phase 8
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network.OnGiftEffect += HandleGiftEffect; // Phase 8
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network.OnAgentAction += HandleAgentAction; // Phase 13
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network.OnAgentAction += HandleAgentAction; // Phase 13
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network.OnRandomEvent += HandleRandomEvent; // Phase 17-C
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network.OnRandomEvent += HandleRandomEvent; // Phase 17-C
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network.OnGiveItem += HandleGiveItem; // Phase 23
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network.OnGroupActivity += HandleGroupActivity; // Phase 24
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network.OnVFXEvent += HandleVFXEvent; // Phase 8
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}
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}
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private void UnsubscribeFromNetworkEvents()
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private void UnsubscribeFromNetworkEvents()
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@@ -186,6 +189,9 @@ namespace TheIsland.Core
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network.OnSocialInteraction -= HandleSocialInteraction;
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network.OnSocialInteraction -= HandleSocialInteraction;
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network.OnGiftEffect -= HandleGiftEffect; // Phase 8
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network.OnGiftEffect -= HandleGiftEffect; // Phase 8
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network.OnRandomEvent -= HandleRandomEvent; // Phase 17-C
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network.OnRandomEvent -= HandleRandomEvent; // Phase 17-C
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network.OnGiveItem -= HandleGiveItem; // Phase 23
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network.OnGroupActivity -= HandleGroupActivity; // Phase 24
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network.OnVFXEvent -= HandleVFXEvent; // Phase 8
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}
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}
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#endregion
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#endregion
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@@ -447,10 +453,84 @@ namespace TheIsland.Core
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_playerGold = data.user_gold;
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_playerGold = data.user_gold;
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UpdateGoldDisplay();
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UpdateGoldDisplay();
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}
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}
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ShowNotification(data.message);
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ShowNotification(data.message);
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}
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}
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private void HandleGiveItem(GiveItemEventData data)
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{
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Debug.Log($"[GameManager] Give Item: {data.message}");
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ShowNotification(data.message);
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if (_agentVisuals.TryGetValue(data.from_id, out AgentVisual fromVisual) &&
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_agentVisuals.TryGetValue(data.to_id, out AgentVisual toVisual))
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{
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// Trigger Visual Effect (Phase 23)
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// We assume AgentVisual has DoGiveItem method
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fromVisual.DoGiveItem(toVisual.transform, data.item_type);
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}
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}
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private void HandleGroupActivity(GroupActivityEventData data)
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{
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Debug.Log($"[GameManager] Group Activity: {data.activity_type} with {data.storyteller_name}");
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if (data.activity_type == "storytelling")
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{
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ShowNotification($"🔥 {data.storyteller_name} tells a story about {data.topic}...");
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// Storyteller Visuals
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if (_agentVisuals.TryGetValue(data.storyteller_id, out AgentVisual storyteller))
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{
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storyteller.ShowSpeech(data.content, 8f); // Long duration for story
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storyteller.DoStorytelling(); // Animation trigger
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}
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// Listener Visuals
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if (data.listener_ids != null)
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{
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foreach (int listenerId in data.listener_ids)
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{
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if (_agentVisuals.TryGetValue(listenerId, out AgentVisual listener))
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{
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// Listeners face the storyteller and show interest
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if (storyteller != null)
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{
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listener.DoListen(storyteller.transform);
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}
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}
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}
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}
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}
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}
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private void HandleVFXEvent(VFXEventData data)
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{
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Debug.Log($"[GameManager] VFX: {data.effect}");
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if (!string.IsNullOrEmpty(data.message))
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{
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ShowNotification(data.message);
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}
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Vector3 targetPos = new Vector3(0, 2, 0); // Default air center
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if (data.target_id > 0)
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{
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if (_agentVisuals.TryGetValue(data.target_id, out AgentVisual visual))
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{
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targetPos = visual.transform.position;
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}
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else if (_agentUIs.TryGetValue(data.target_id, out AgentUI ui))
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{
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targetPos = ui.transform.position;
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}
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}
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if (VFXManager.Instance != null)
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{
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VFXManager.Instance.PlayEffect(data.effect, targetPos);
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}
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}
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private void HandleTalk(TalkEventData data)
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private void HandleTalk(TalkEventData data)
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{
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{
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Debug.Log($"[GameManager] Talk event: {data.agent_name} responds about '{data.topic}'");
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Debug.Log($"[GameManager] Talk event: {data.agent_name} responds about '{data.topic}'");
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@@ -553,7 +633,22 @@ namespace TheIsland.Core
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// Find agent and command movement
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// Find agent and command movement
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if (_agentVisuals.TryGetValue(data.agent_id, out AgentVisual agentVisual))
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if (_agentVisuals.TryGetValue(data.agent_id, out AgentVisual agentVisual))
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{
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{
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agentVisual.MoveTo(targetPos);
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// Phase 21-C: Handle Follow/Target Logic
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if (data.action_type == "Follow" && !string.IsNullOrEmpty(data.target_name))
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{
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int targetId = GetAgentIdByName(data.target_name);
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if (targetId >= 0 && _agentVisuals.TryGetValue(targetId, out AgentVisual targetVisual))
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{
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agentVisual.SetFollowTarget(targetVisual.transform);
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Debug.Log($"[GameManager] {data.agent_name} is now following {data.target_name}");
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}
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}
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else
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{
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// Clear follow target for non-follow actions
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agentVisual.SetFollowTarget(null);
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agentVisual.MoveTo(targetPos);
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}
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// Optional: Show thought bubble or speech
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// Optional: Show thought bubble or speech
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if (!string.IsNullOrEmpty(data.dialogue))
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if (!string.IsNullOrEmpty(data.dialogue))
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